Results for 'videogames'

180 found
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  1.  90
    Videogames and the Moving Image.Aaron Meskin & Jon Robson - 2010 - Revue Internationale de Philosophie 4:547-564.
  2.  3
    Exploring videogames with Deleuze and Guattari: towards an affective theory of form.Ciara Cremin - 2016 - New York: Routledge.
    Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari's non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to (...)
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  3.  99
    Videogame Cognitivism.Alexandre Declos - 2021 - Journal of the Philosophy of Games 1:1-31.
    The aim of this article is to examine and defend videogame cognitivism (VC). According to VC, videogames can be a source of cognitive successes (such as true beliefs, knowledge or understanding) for their players. While the possibility of videogame-based learning has been an extensive topic of discussion in the last decades, the epistemological underpinnings of these debates often remain unclear. I propose that VC is a domain- specific brand of aesthetic cognitivism, which should be carefully distinguished from other views (...)
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  4.  49
    Attention, Videogames and the Retentional Economies of Affective Amplification.James Ash - 2012 - Theory, Culture and Society 29 (6):3-26.
    This article examines the industrial art of videogame design and production as an exemplar of what could be termed affective design. In doing so, the article theorizes the relationship between affect and attention as part of what Bernard Stiegler calls a ‘retentional economy’ of human and technical memory. Through the examination of a range of different videogames, the article argues that videogame designers utilize techniques of what I term ‘affective amplification’ that seek to modulate affect, which is central to (...)
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  5. Videogames and aesthetics.Grant Tavinor - 2010 - Philosophy Compass 5 (8):624-634.
    Videogames are one of the most striking developments in recent popular arts. Many of the issues traditional to philosophical aesthetics find a new setting in videogames, and often take on a dramatic new form. Little has been written specifically on videogames in the philosophy of the arts, although they are often discussed in non-philosophical disciplines, such as media studies. A number of issues seem prominent, particularly those following from the interactive nature of videogames. This article is (...)
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  6. Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown red-light (...)
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  7.  17
    Videogames and Narrative.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 110–129.
    This chapter contains sections titled: The Stories Games Tell Would You Kindly Put down That Wrench? Reconciling Games and Narratives.
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  8.  14
    Videogames as Art.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 172–196.
    This chapter contains sections titled: Are Videogames Art? A Cluster Theory of Art The Art in Videogames New Art from Old Bottles.
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  9.  49
    Playing the system: Videogames/players/characters.James Newman - 2009 - Semiotica 2009 (173):509-524.
    Playing videogames ranks among the most popular activities on the contemporary media menu. However, just what ‘play’ entails remains poorly researched and consequently little is written on the role and subject positions of the player in relation to on-screen characters. This article offers a way of thinking about the player's subject position that moves attention away from identification with on-screen characters and towards the engagement with the videogame as a simulation. In doing so, and drawing on Fuller and Jenkins (...)
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  10. The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
    The new art of videogames -- What are videogames anyway? -- On definition -- Theories of gaming -- A definition of videogames -- Videogames and fiction -- From tennis for two to worlds of warcraft -- Imaginary worlds and works of fiction -- Fictional or virtual? -- Interactive fiction -- Stepping into fictional worlds -- Welcome to rapture -- Meet niko bellic -- Experiencing game worlds -- Acting in game worlds -- Games through fiction -- The (...)
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  11.  14
    The Morality of Videogames.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 150–171.
    This chapter contains sections titled: The Problem with Crime Simulators Are Games Bad for You? On Being Offensive Sticking up for Videogames.
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  12.  11
    Videogames and Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 34–60.
    This chapter contains sections titled: From Tennis for Two to Worlds of Warcraft Imaginary Worlds and Works of Fiction Fictional or Virtual? Interactive Fiction.
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  13. The ontology of videogames.Alexandre Declos - 2024 - Synthese 204 (4):1-20.
    What are the identity and persistence conditions of videogames? This paper surveys the contemporary philosophical literature on this topic. Specifically, I discuss various views which attempt to ground the identity of videogame works in their rules, in their algorithmic structure, in their source code, or in contextual parameters surrounding gameplay. While these proposals all have merits of their own, I argue that none of them are satisfactory. My conclusion is therefore negative: we still lack an adequate theoretical model to (...)
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  14.  33
    What Are Videogames Anyway?Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 15–33.
    This chapter contains sections titled: On Definition Theories of Gaming A Definition of Videogames.
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  15.  12
    Videogames and agency.Bettina Bódi - 2022 - New York, NY: Routledge.
    Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and (...)
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  16. Measuring morality in videogames research.Malcolm Ryan, Paul Formosa, Stephanie Howarth & Dan Staines - 2020 - Ethics and Information Technology 22 (1):55-68.
    There has been a recent surge of research interest in videogames of moral engagement for entertainment, advocacy and education. We have seen a wealth of analysis and several theoretical models proposed, but experimental evaluation has been scarce. One of the difficulties lies in the measurement of moral engagement. How do we meaningfully measure whether players are engaging with and affected by the moral choices in the games they play? In this paper, we survey the various standard psychometric instruments from (...)
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  17.  15
    Throguel Online: videogame, literature, community, and precarious life in a Chilean intermedial novel of the digital age.Wolfgang Bongers & Pablo Vallejos - 2023 - Alpha (Osorno) 56:25-39.
    Resumen: El artículo propone abordar la novela Throguel Online (2020) del escritor chileno Nicolás Meneses desde una perspectiva intermedial. Analizaremos el lugar del libro entre literatura, videojuego e internet, considerando varios elementos de su mezcla entre capas reales y virtuales que realiza, y que lo convierten en una obra sintomática y modélica de la era digital y cibercapitalista. Por un lado, la novela despliega, a nivel estético, material y temático, varias textualidades y configuraciones del videojuego que invaden y transforman las (...)
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  18. Videogames and the First Person.Jon Robson & Aaron Meskin - 2012 - In Gregory Currie, Petr Kot̓átko & Martin Pokorny (eds.), Mimesis: Metaphysics, Cognition, Pragmatics. College Publications.
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  19.  25
    Videogame interventions and spatial ability interactions.Thomas S. Redick & Sean B. Webster - 2014 - Frontiers in Human Neuroscience 8.
  20.  30
    Videogame play and events are related to unhealthy emotion regulation in the form of low fading affect bias in autobiographical memory.Jeffrey A. Gibbons & Briana Bouldin - 2019 - Consciousness and Cognition 74 (C):102778.
  21.  9
    Meanings of Meat in Videogames.Tom Tyler - 2019 - In Seán McCorry & John Miller (eds.), Literature and Meat Since 1900. Springer Verlag. pp. 231-247.
    Meat is ubiquitous in videogames and, when consumed by avatars or their agents, will frequently confer some aid or benefit. In many games it serves as the most nourishing form of sustenance for those who are hungry, but it can also operate as the most effective restorative for those who are injured, as a potent source of temporary power-ups and enhancements, or as a valuable resource to be spent on permanent improvements and upgrades. In short, in so far as (...)
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  22.  49
    Videogames and Film.Jon Robson & Aaron Meskin - 2019 - In Noël Carroll, Laura T. Di Summa & Shawn Loht (eds.), The Palgrave Handbook of the Philosophy of Film and Motion Pictures. Springer. pp. 971-994.
    This chapter explores a range of significant similarities and differences between videogames and films. It also examines the relationship between the philosophies of each. We begin by addressing the definition of videogames and the question of whether they count as a subcategory of some other artistic kind, namely, film or the moving image. We then turn to the debate about the art status of videogames and compare this to the debate concerning the art status of films. We (...)
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  23.  62
    Learning Foreign Sounds in an Alien World: Videogame Training Improves Non-Native Speech Categorization.Sung-joo Lim & Lori L. Holt - 2011 - Cognitive Science 35 (7):1390-1405.
    Although speech categories are defined by multiple acoustic dimensions, some are perceptually weighted more than others and there are residual effects of native-language weightings in non-native speech perception. Recent research on nonlinguistic sound category learning suggests that the distribution characteristics of experienced sounds influence perceptual cue weights: Increasing variability across a dimension leads listeners to rely upon it less in subsequent category learning (Holt & Lotto, 2006). The present experiment investigated the implications of this among native Japanese learning English /r/-/l/ (...)
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  24.  76
    Rethinking the videogame case: trying and intending.Jiajun Hu - 2017 - Philosophical Explorations 20 (3):338-351.
    In this paper, I defend the view that a person performs an action A intentionally only if she intends to A against Michael Bratman’s alleged counterexample to it: the videogame case. I object that Bratman is mistaken in assuming that the consistency among an agent’s intentions is about the consistency among intended goals or objectives. Instead, I argue that the real reason why an agent’s intentions need to be consistent with each other is due to the necessity of the compatibility (...)
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  25.  12
    Positive Effects of Videogame Use on Visuospatial Competencies: The Impact of Visualization Style in Preadolescents and Adolescents.Luca Milani, Serena Grumi & Paola Di Blasio - 2019 - Frontiers in Psychology 10.
    Use of videogames (VGs) is almost ubiquitous in preadolescents’ and adolescents’everyday life. One of the most intriguing research topic about positive effects of VG use is about the domain of visuospatial competencies. Previous research show that training with videogames enables children and adolescents to improve their scores in visuospatial tests (such as mental rotation of shapes and cubes), and that such training could overcome gender differences in these domains. Our study aimed at (1) verifying the positive effects of (...)
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  26.  17
    Emotion in Videogaming.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 130–149.
    This chapter contains sections titled: How Can We Be Moved by the Fate of Niko Bellic? My Fear of Mutants The Role of the Emotions in Gaming.
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  27. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts.Stefano Gualeni - 2016 - G.A.M.E. - The Italian Journal of Game Studies 5 (1).
    Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development. Structurally, it is composed of two interconnected parts: -/- 1) In the first (...)
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  28.  47
    The Aesthetics of Videogames.Jon Robson & Grant Tavinor (eds.) - 2018 - New York: Routledge.
    This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related (...)
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  29.  46
    First-Person Shooter Videogames.Alberto Oya - 2023 - Leiden: Brill.
    This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their students to reflect on historical and philosophical issues.
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  30. Helpless Spectators: Suspense in Videogames and Film.Aaron Smuts & Jonathan Frome - 2004 - Text Technology 1 (1):13-34.
    The most surprising conclusion of our analysis is that videogames can be most effective in generating suspense not by highlighting their unique ability to be interactive, but, to the contrary, limiting interactivity at key points, thereby turning players into helpless spectators like those that watch films. Discovering this technique in video games allows us to turn our attention back to film, where we are able to highlight a previously ignored feature of viewer film interaction, namely, helplessness.
     
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  31.  14
    Technologies of Captivation: Videogames and the Attunement of Affect.James Ash - 2013 - Body and Society 19 (1):27-51.
    This article analyses the skills and knowledges involved in multiplayer first-person shooting games, specifically Call of Duty 4 for the Xbox 360 games console. In doing so, it argues that the environments of first-person shooting games are designed to be intense spaces that produce captivated subjects – users who play attentively for long periods of time. Developing Heidegger’s concept of attunement and Stiegler’s account of retention, the article unpacks the somatic and sensory skills involved in videogame play and discusses how (...)
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  32. Split-Screen : Videogame History through Local Multiplayer Design.Veli-Matti Karhulahti & Pawel Grabarczyk - forthcoming - Design Issues.
    By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution.
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  33. On-Line Games and Videogames Educative Power, a New Challenge to Psycho-Pedagogy in the Information Society.F. Revuelta - 2004 - Theoria 13:97-102.
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  34.  61
    Gaming well: links between videogames and flourishing mental health.Christian M. Jones, Laura Scholes, Daniel Johnson, Mary Katsikitis & Michelle C. Carras - 2014 - Frontiers in Psychology 5.
  35.  27
    Philosophical and Hermeneutic Analysis of Videogame Player Identity.Svitlana Khrypko, Mariia Maletska & Vita Tytarenko - 2023 - Beytulhikme An International Journal of Philosophy 13 (13:1):1-17.
    The article is devoted to philosophical and hermeneutic analysis of videogame player identity. The purpose of the study is to reveal the general features of the videogame player identity, to distinguish it from gamer identity and to define common levels of its formation, on the basis of which the further methodology of videogame philosophy may be formed without stereotypical views. To achieve it, the classification and systematization, as well as the analysis and synthesis, applied to the identity concept in general (...)
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  36. The Art of Videogames.Dominic McIver Lopes (ed.) - 2009-09-21 - Wiley‐Blackwell.
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  37. A Serious Videogame as an Additional Therapy Tool for Training Emotional Regulation and Impulsivity Control in Severe Gambling Disorder.Salomé Tárrega, Laia Castro-Carreras, Fernando Fernández-Aranda, Roser Granero, Cristina Giner-Bartolomé, Neus Aymamí, Mónica Gómez-Peña, Juan J. Santamaría, Laura Forcano, Trevor Steward, José M. Menchón & Susana Jiménez-Murcia - 2015 - Frontiers in Psychology 6.
  38.  9
    Communication as a Videogame.Gianfranco Bettetini - 1998 - Poznan Studies in the Philosophy of the Sciences and the Humanities 62:311-316.
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  39.  40
    The Art of Videogames by tavinor, grant.Luke Cuddy - 2011 - Journal of Aesthetics and Art Criticism 69 (4):430-433.
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  40. Definition of videogames.Grant Tavinor - 2008 - Contemporary Aesthetics 6.
  41.  30
    Breaking the Fourth Wall in Videogames.Nele Van de Mosselaer - 2022 - In Enrico Terrone & Vera Tripodi (eds.), Being and Value in Technology. Palgrave Macmillan. pp. 163–186.
    In this chapter, I investigate the imaginary boundary between the actual world and fictional gameworlds by focusing on videogame situations in which this fourth wall is foregrounded or broken. For this purpose, I first define the videogame experience as a self-involving, interactive fiction experience, based on Kendall Walton’s account of fiction (1990). I then describe how, in the current academic discourse on games, it is often claimed that the concept of fourth wall breaks cannot be applied to videogames due (...)
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  42.  11
    The corruption of play: mapping the ideological play-space of AAA videogames.Christopher McMahon - 2022 - Bingley, United Kingdom: Emerald Publishing.
    AAA videogames often offer expansive experiences to the millions who engage with the medium, but they are vulnerable to disruption from neoliberal structures. The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play. Providing a cutting-edge and innovative approach to this problem, McMahon uses cognitive mapping to make (...)
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  43.  14
    Hitting the “play” button: the aesthetic values of videogame experience.Nuno Fonseca - 2016 - Itinera 11.
    In just a few decades, there's been the birth and fast rise of a recreational activity that implies the interaction between one or multiple players with electronic devices, normally, known as videogames. Being a very complex process and a multi-sensorial practice, playing with videogames produces intense and fulfilling experiences for all those who engage in such activity. Here, I intend to show how those experiences entail relevant aesthetic – and also cognitive and ethical – values for philosophical discussion.
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  44.  16
    Colin Cremin (2016) Exploring Videogames with Deleuze and Guattari: Toward an Affective Theory of Form. [REVIEW]Tauel Harper - 2018 - Deleuze and Guattari Studies 12 (2):307-311.
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  45.  59
    Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics. [REVIEW]Veli-Matti Karhulahti - 2014 - Philosophy and Technology 27 (2):201-220.
    This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of videogames, which are accommodated to John Dewey's pragmatist framework of aesthetics to be examined as art products capable of producing aesthetic experiences. This leads to an establishing of analytical criteria for estimating the value of fiction puzzles in the pragmatist framework of aesthetics.
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  46.  67
    Can an intervention based on a serious videogame prior to cognitive behavioral therapy be helpful in bulimia nervosa? A clinical case study.Cristina Giner-Bartolomé, Ana B. Fagundo, Isabel Sánchez, Susana Jiménez-Murcia, Juan J. Santamaría, Robert Ladouceur, José M. Menchón & Fernando Fernández-Aranda - 2015 - Frontiers in Psychology 6.
  47.  54
    Labour and the Ecological Critique of Capitalism in Videogames: The Case of Stardew Valley.A. R. Awagjan, A. A. Kalugin & P. R. Kondrashov - 2020 - Sociology of Power 32 (3):242-266.
    In this paper we conduct an analysis of the critical narratives of Stardew Valley and compare them to other relevant videogames in order to develop new possibilities for an ecological critique of capitalist extractive econo­mies. Critical narratives of this game are aimed primarily at the alienating conditions of labour and deeply devastating modes of production under capitalism that impact and severely damage the environment. Analysing these narratives, we superimpose the immediate messages of the game with the procedural rhetoric and (...)
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  48. Papers, Please and the systemic approach to engaging ethical expertise in videogames.Formosa Paul, Ryan Malcolm & Staines Dan - 2016 - Ethics and Information Technology 18 (3):211-225.
    Papers, Please, by Lucas Pope (2013), explores the story of a customs inspector in the fictional political regime of Arstotzka. In this paper we explore the stories, systems and moral themes of Papers, Please in order to illustrate the systemic approach to designing videogames for moral engagement. Next, drawing on the Four Component model of ethical expertise from moral psychology, we contrast this systemic approach with the more common scripted approach. We conclude by demonstrating the different strengths and weaknesses (...)
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  49. Layers of simplicity : phenomenological considerations of immersion in videogames.Thomas Arnold - 2024 - In Marco Cavallaro & Nicolas De Warren (eds.), Phenomenologies of the digital age: the virtual, the fictional, the magical. New York, NY: Routledge.
     
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  50.  24
    Dead Time: Aporias and Critical Videogaming.Sarah Cameron Loyd Grey - 2009 - Symploke 17 (1-2):231-246.
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